#version 140 in vec3 tangent; in vec4 vertex; in vec3 normal; in vec2 texture; uniform mat4 c3d_mtxProjection; uniform mat4 c3d_mtxModel; uniform mat4 c3d_mtxView; uniform mat4 c3d_mtxModelView; uniform mat3 c3d_mtxNormal; out vec2 vtx_texture; out vec3 vtx_vertex; out vec3 vtx_tangent; out vec3 vtx_binormal; out vec3 vtx_normal; out mat4 vtx_mtxModelView; void main() { vtx_mtxModelView = c3d_mtxModelView; vtx_normal = c3d_mtxNormal * normal; vtx_tangent = c3d_mtxNormal * tangent; vtx_binormal = cross( vtx_normal, vtx_tangent ); vtx_texture = texture.xy; vtx_vertex = (vtx_mtxModelView * vertex).xyz; gl_Position = c3d_mtxProjection * vtx_mtxModelView * vertex; }